protected override void OnNavigatedFrom(NavigationEventArgs e) { // Stop the timer timer.Stop(); if (!gameIsInProgress && gameBoard.IsLost) { gameBoard = null; } // Set the sharing mode of the graphics device to turn off XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false); base.OnNavigatedFrom(e); }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Set the sharing mode of the graphics device to turn on XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); //If there is a gesture, kill it so it doesn't break the functionality for the rest of the code if (TouchPanel.IsGestureAvailable) { TouchPanel.ReadGesture(); } // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); if (!gameIsInProgress) { gameIsInProgress = true; gameState = GameState.Game; previousHighScore = HighScoreManager.GetHighScore(); HighScoreNumber.Text = previousHighScore.ToString(); popSoundEffect = contentManager.Load<SoundEffect>("Sounds/popSound"); gameBoard = new GameBoard(); //Load the content for the textures of the 6 different types of balls Texture2D blue = contentManager.Load<Texture2D>("BallSprites/blue"); Texture2D green = contentManager.Load<Texture2D>("BallSprites/green"); Texture2D purple = contentManager.Load<Texture2D>("BallSprites/purple"); Texture2D red = contentManager.Load<Texture2D>("BallSprites/red"); Texture2D teal = contentManager.Load<Texture2D>("BallSprites/teal"); Texture2D yellow = contentManager.Load<Texture2D>("BallSprites/yellow"); gameBoard.AddBallTexture("blue", blue); gameBoard.AddBallTexture("green", green); gameBoard.AddBallTexture("purple", purple); gameBoard.AddBallTexture("red", red); gameBoard.AddBallTexture("teal", teal); gameBoard.AddBallTexture("yellow", yellow); gameBoard.Initialize(); } // Start the timer timer.Start(); base.OnNavigatedTo(e); }